Académique Documents
Professionnel Documents
Culture Documents
by Universal Head
Game:
Pub:
v2
Jun 2013
Setup
2. Matchup
Prepare the Spike! Magazine deck: set aside The Blood Bowl
card. Shuffle the 3 remaining Tournament cards, randomly
draw 2, and return the remaining card to the box unseen.
Shuffle all Headline cards, randomly draw 2, and return
the remaining cards to the box unseen. Shuffle the 4 drawn
cards together into one deck and place The Blood Bowl card
facedown at the bottom of it. Place this deck at the opposite
end of the play area from the Highlight deck.
1. Maintenance
Perform the following steps in order (all managers may
perform steps 12 simultaneously):
3. Scoreboard
Matchups
Committing Players to a Highlight
To commit a player to a highlight, take 1 Player card from
your hand and place it perpendicular to the Highlight card
in one of that highlights 2 team zones (to the left or to the
right of the card).
Each zone has a corresponding payout; if your players are
in this zone during the Scoreboard phase you receive this
payout. You may stack your Player cards on top of each other
(leaving the star power visible).
You may only commit players to a zone that does not already
contain players from another team, and you may not have
your own players in more than one zone at the same matchup.
No more than 2 different managers can commit players to a
single highlight. If the last player is removed from a team
zone, leaving it empty, a different manager may then place a
player in that team zone.
You also have a chance to beat the opposing manager and
win the central payout.
Scoreboard
Reveal Cheating Tokens
Apply revealed cheating tokens in this order:
1. Ejection: If there are any revealed cheating
tokens with a whistle icon, place that ejected player
from in his managers discard pile, and discard
any other cheating tokens on that player without
resolving them. An ejected ball carrier drops the ball.
2. Fan Frenzy: For each flag icon on a cheating
token, the manager immediately gains one fan.
3. Star Power: These cheating tokens are cumulative
and take effect during the Determine Winner step.
Determine Winner
To determine the winner of a matchup calculate the total
Star Power for each team at the matchup:
Standing players contribute standing Star Power.
Downed players contribute downed Star Power.
Cheating tokens contribute Star Power.
The ball contributes 2 Star Power to the team
with the ball carrier.
The manager whose team has the highest Star Power is the
winner. On a tie, the team with the ball carrier is the winner.
On a tie at a highlight with the ball at midfield, the highlight
ends in a draw; neither team receives the central payout.
On a tie at a tournament (for winner or runner-up, and
neither tied team has the ball, the first manager decides
which tied team has higher Star Power.
Collect Payouts
A manager collects team zone payouts based on the icons
on the Highlight card. He must have at least one player
still in the team zone during the Collect Payouts step of the
Scoreboard phase in order to collect a team zone payout.
Managers gain fans immediately. Collected payout cards are
placed facedown in the managers improvement pile.
When only one team has players at a matchup, that manager
collects all payouts shown on the card.
2. Team Upgrades
Morg N Thorg
Morg N Thorg has one OWA card and one CWC card. If one
manager commits him to a matchup, no other manager can
commit another copy of him to that same matchup.
1. Staff Upgrades
Additional Rules
Player Card Abilities
A condition must usually be fulfilled before these take effect.
Unless stated, all abilities only interact with players at the
same matchup. If 2 abilities occur in the same phase, resolve
in turn order starting with the manager with the golden coin.
Upgrade Card Abilities
Some of these must be exhausted to use: rotate the card
clockwise 90. Cards refresh during the Maintenance phase.
Matchup action abilities are resolved on a managers turn
during the Resolve One Matchup (Matchup phase). Response
abilities are resolved during the Matchup phase when the
conditions are fulfilled. Scoreboard phase abilities are
resolved during the Scoreboard phase. End of game abilities
are resolved after the last week of the season has ended.
If two response abilities contradict each other, the last used
takes effect and the previously used is ignored.
Optional Rules
No Salary Cap Variant Shuffle all Staff Upgrade cards when
preparing the Staff Upgrade deck during setup.
Abbreviated Season During setup, when preparing the
Spike! Magazine deck, draw 1 Tournament card (instead of
2) and 2 Headline cards (instead of 3). After assigning the
first manager, but before beginning the game, each manager
follows these steps:
1. Star Players: Draw 4 Star Player cards from the Star
Player deck corresponding to your union (OWA or CWC). Look
at them and place 2 in your improvement pile. Return the
others to the bottom of the Star Player deck in any order.
2. Team Upgrade: Draw 1 Team Upgrade card and place it in
your improvement pile.
3. Staff Upgrade: Draw 3 Staff Upgrade cards. Look at them,
place 1 in your improvement pile. Return the others to the
bottom of the Staff Upgrade deck in any order.
Each manager then reveals his starting improvements.
2. Matchup
Beginning with the first manager and going
clockwise, each manager takes turns:
1. Commit One Player to a Matchup: Place 1
Player card from your hand faceup next to a
matchup. Then:
Resolve When Played: abilities.
Use the players skills from left to right.
2. Resolve One Matchup Action (optional): You
may exhaust 1 Staff Upgrade or Team Upgrade
card in your play area and apply its text.
If you do not commit a Player card, you must
pass. After all managers have passed, go to
the next phase.
3. Scoreboard
1. Resolve Matchups: Starting with the
Highlight closest to the Highlight deck, resolve
each matchup. Resolve tournaments last.
a. Reveal Cheating Tokens: Flip all assigned
cheating tokens at the matchup faceup.
b. Resolve Scoreboard Phase Abilities:
In turn order, resolve any Scoreboard phase
abilities on players, or team/staff upgrades.
c. Determine Winner: Calculate each
managers total Star Power at the matchup.
Payout Icons
Fan: For each icon, gain 1 fan.
Increase the fan dial on your
scoreboard accordingly.
Star Players: For each icon, draw 1
Star Player card from the Star Player
deck that corresponds to his union
membership (OWA or CWC). Look at all these
cards and draft one by placing it in your
improvement pile. Place any remaining Star
Players at the bottom of the Star Player deck
in any order.
Team Upgrade: For each icon, draw
1 Team Upgrade card. Look at all
these cards, keep one, and place it in
your improvement pile. Then place any
remaining team upgrades at the bottom of the
Team Upgrade deck in any order.
Staff Upgrade: For each icon, draw 1
Staff Upgrade card. Look at all these
cards, keep one, and place it in your
improvement pile. Then place any remaining
staff upgrades at the bottom of the Staff
Upgrade deck in any order.
Either/Or: Central payouts separated
by a slash offer the winning manager
a choice between 2 different rewards.
The winning manager chooses one of the listed
rewards as his payout.
1. Maintenance
1. Refresh Cards
2. Replenish Hand: All managers draw cards
from their Team deck until they have 6 cards.
3. Restock the Cheating Token Pool: Return all
cheating tokens facedown and mix them.
4. Draw the Spike! Magazine Card:
Tournament: managers can compete during
this round. Headline, read it aloud.
5. Roll the Highlights: Draws Highlight cards
equal to the number of managers in the game
and place them faceup in the Highlight Reel.
6. Prepare for Kickoff: Place one ball token on
each Highlight card and on the Tournament
card (if present). A ball token on the Highlight
or Tournament card is at midfield.
2. Matchup
Beginning with the first manager and going
clockwise, each manager takes turns:
1. Commit One Player to a Matchup: Place 1
Player card from your hand faceup next to a
matchup. Then:
Resolve When Played: abilities.
Use the players skills from left to right.
2. Resolve One Matchup Action (optional): You
may exhaust 1 Staff Upgrade or Team Upgrade
card in your play area and apply its text.
If you do not commit a Player card, you must
pass. After all managers have passed, go to
the next phase.
3. Scoreboard
1. Resolve Matchups: Starting with the
Highlight closest to the Highlight deck, resolve
each matchup. Resolve tournaments last.
a. Reveal Cheating Tokens: Flip all assigned
cheating tokens at the matchup faceup.
b. Resolve Scoreboard Phase Abilities:
In turn order, resolve any Scoreboard phase
abilities on players, or team/staff upgrades.
c. Determine Winner: Calculate each
managers total Star Power at the matchup.
Payout Icons
Fan: For each icon, gain 1 fan.
Increase the fan dial on your
scoreboard accordingly.
Star Players: For each icon, draw 1
Star Player card from the Star Player
deck that corresponds to his union
membership (OWA or CWC). Look at all these
cards and draft one by placing it in your
improvement pile. Place any remaining Star
Players at the bottom of the Star Player deck
in any order.
Team Upgrade: For each icon, draw
1 Team Upgrade card. Look at all
these cards, keep one, and place it in
your improvement pile. Then place any
remaining team upgrades at the bottom of the
Team Upgrade deck in any order.
Staff Upgrade: For each icon, draw 1
Staff Upgrade card. Look at all these
cards, keep one, and place it in your
improvement pile. Then place any remaining
staff upgrades at the bottom of the Staff
Upgrade deck in any order.
Either/Or: Central payouts separated
by a slash offer the winning manager
a choice between 2 different rewards.
The winning manager chooses one of the listed
rewards as his payout.
Skills
You must completely resolve a skill before
using another skill.
Cheating
Mandatory. For each icon, draw 1
random cheating token from the pool
and place it facedown (skull up) on
the Player card without looking at it.
Cheating tokens are revealed and resolved
during the Scoreboard phase.
Managers cannot look at an assigned cheating
tokens face unless a card ability lets them.
Passing
Optional. If the ball token is at
midfield (on the matchup card), give
it to the player using the passing skill,
placing the token on his Player card.
That player is now the ball carrier.
If an opposing player is the ball carrier, move
the ball to midfield. If another player on your
own team is the ball carrier, you may choose
to either leave the ball with the current carrier
or move it to the player using the passing
skill. If the committed player is already the
ball carrier, but still has more pass icons to
resolve, ignore them.
This skill is not related to a manager passing.
Sprinting
Optional. For each icon, draw the top
card of your Team deck, then choose
one card to discard from your hand
(you may choose the card just drawn).
Tackling
Optional. For each icon, the player
may attempt one tackle against any
opposing player at the same matchup.
A player with multiple tackle icons
resolves each tackle separately (versus the
same player multiple times or versus multiple
different players).
To attempt a tackle, the tackling players
manager declares the target player and
compares his players Star Power to the target
players Star Power:
Tackling players Star Power > target players
Star Power: roll 2 tackle dice and choose
one result to apply.
Tackling players Star Power = target players
Star Power: roll 1 tackle dice and apply that
result.
Tackling players Star Power < target players
Star Power: roll 2 tackle dice; the opposing
manager chooses one result to apply.
Player States
A player can be standing, downed, or injured.
If a player drops the ball, place the ball token
at midfield.
Standing: When you commit a player to a
highlight, place the Player card perpendicular
to the Highlight card in an upright position
in his team zone. This position indicates that
he is standing. While standing, he uses his
standing Star Power (upper-left corner).
Downed: Immediately rotate the Player card
clockwise 90. While downed, he uses his
downed Star Power (upper-left corner when
the card is rotated).
If the player is the ball carrier, he drops the
ball. Downed players lose all abilities and
remaining skills, but retain any cheating
tokens already on them.
Injured: Immediately remove the player from
the matchup and place his Player card in your
discard pile.
If the player is the ball carrier, he drops the
ball. Discard any cheating tokens on his card.
Injured players recover the next time the
discard pile is shuffled to become the new
deck.
Skills
You must completely resolve a skill before
using another skill.
Cheating
Mandatory. For each icon, draw 1
random cheating token from the pool
and place it facedown (skull up) on
the Player card without looking at it.
Cheating tokens are revealed and resolved
during the Scoreboard phase.
Managers cannot look at an assigned cheating
tokens face unless a card ability lets them.
Passing
Optional. If the ball token is at
midfield (on the matchup card), give
it to the player using the passing skill,
placing the token on his Player card.
That player is now the ball carrier.
If an opposing player is the ball carrier, move
the ball to midfield. If another player on your
own team is the ball carrier, you may choose
to either leave the ball with the current carrier
or move it to the player using the passing
skill. If the committed player is already the
ball carrier, but still has more pass icons to
resolve, ignore them.
This skill is not related to a manager passing.
Sprinting
Optional. For each icon, draw the top
card of your Team deck, then choose
one card to discard from your hand
(you may choose the card just drawn).
Tackling
Optional. For each icon, the player
may attempt one tackle against any
opposing player at the same matchup.
A player with multiple tackle icons
resolves each tackle separately (versus the
same player multiple times or versus multiple
different players).
To attempt a tackle, the tackling players
manager declares the target player and
compares his players Star Power to the target
players Star Power:
Tackling players Star Power > target players
Star Power: roll 2 tackle dice and choose
one result to apply.
Tackling players Star Power = target players
Star Power: roll 1 tackle dice and apply that
result.
Tackling players Star Power < target players
Star Power: roll 2 tackle dice; the opposing
manager chooses one result to apply.
Player States
A player can be standing, downed, or injured.
If a player drops the ball, place the ball token
at midfield.
Standing: When you commit a player to a
highlight, place the Player card perpendicular
to the Highlight card in an upright position
in his team zone. This position indicates that
he is standing. While standing, he uses his
standing Star Power (upper-left corner).
Downed: Immediately rotate the Player card
clockwise 90. While downed, he uses his
downed Star Power (upper-left corner when
the card is rotated).
If the player is the ball carrier, he drops the
ball. Downed players lose all abilities and
remaining skills, but retain any cheating
tokens already on them.
Injured: Immediately remove the player from
the matchup and place his Player card in your
discard pile.
If the player is the ball carrier, he drops the
ball. Discard any cheating tokens on his card.
Injured players recover the next time the
discard pile is shuffled to become the new
deck.
Contracts
You earn contract tokens via the
Cabalvision Contract icons printed
on some of the new Highlight and
Tournament cards.
During a Scoreboard phase each time payouts
are collected, if you win any contract payouts,
randomly select 1 contract token (without
looking at the value) from the contract token
pool for each Cabalvision Contract icon printed
on the payout section of the Highlight card.
The chosen token is not revealed to any
manager (including you) and is placed
facedown in your play area.
These tokens remain facedown until the end
of the season and are only revealed after
managers resolve any End of Game abilities.
At that time, reveal all your contract tokens
and score fans equal to the combined amount
revealed.
Contract tokens do not count as improvements.
Either/Or Skills
Some Player cards feature icons separated by
one or more slashes. All skill icons on one side
of a slash are called a skill set.
Each time you commit a player that has more
than 1 skill set, you must choose which skill
set the player has. Once chosen, you can only
use that skill set; the unchosen skill set(s) do
not exist for the remainder of the time that
card is in play.
You may use all skill icons on a single side of
a slash. If a
is present among the skills, you
must assign the player a cheating token.
If a player has skill icons divided by more than
one slash, you may only use one set of skills
on a single side of a slash.
Downed Skills
Each time a player with downed skills is
downed, the players manager resolves them
immediately, interrupting the active managers
turn. The active managers turn then resumes
and he may resolve any other remaining
standing skills icons on the card he played.
If players controlled by 2 different managers
become downed simultaneously, the active
manager resolves his downed skills first.
Downed skills are resolved from left to right,
in the same way as standing skills. Cheating is
mandatory, while passing, sprinting, tackling,
and regeneration are optional. Each time
you use a players downed tackling skill, the
downed Star Power rating is used to attempt
the tackle. Downed players with downed skills
still lose all printed abilities.
Contracts
You earn contract tokens via the
Cabalvision Contract icons printed
on some of the new Highlight and
Tournament cards.
During a Scoreboard phase each time payouts
are collected, if you win any contract payouts,
randomly select 1 contract token (without
looking at the value) from the contract token
pool for each Cabalvision Contract icon printed
on the payout section of the Highlight card.
The chosen token is not revealed to any
manager (including you) and is placed
facedown in your play area.
These tokens remain facedown until the end
of the season and are only revealed after
managers resolve any End of Game abilities.
At that time, reveal all your contract tokens
and score fans equal to the combined amount
revealed.
Contract tokens do not count as improvements.
Either/Or Skills
Some Player cards feature icons separated by
one or more slashes. All skill icons on one side
of a slash are called a skill set.
Each time you commit a player that has more
than 1 skill set, you must choose which skill
set the player has. Once chosen, you can only
use that skill set; the unchosen skill set(s) do
not exist for the remainder of the time that
card is in play.
You may use all skill icons on a single side of
a slash. If a
is present among the skills, you
must assign the player a cheating token.
If a player has skill icons divided by more than
one slash, you may only use one set of skills
on a single side of a slash.
Downed Skills
Each time a player with downed skills is
downed, the players manager resolves them
immediately, interrupting the active managers
turn. The active managers turn then resumes
and he may resolve any other remaining
standing skills icons on the card he played.
If players controlled by 2 different managers
become downed simultaneously, the active
manager resolves his downed skills first.
Downed skills are resolved from left to right,
in the same way as standing skills. Cheating is
mandatory, while passing, sprinting, tackling,
and regeneration are optional. Each time
you use a players downed tackling skill, the
downed Star Power rating is used to attempt
the tackle. Downed players with downed skills
still lose all printed abilities.
Blood Tokens
Blood Tokens